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Discussion in 'UO Developer Feed' started by UODevTracker, Jun 22, 2011.
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Game Balance Changes
Focus Skill Spec (PVP)
Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
*subject to change based on testing
A few tweaks to Poison and Poisoning Skill
Poisoning skill now grants a small measure of resistance to being poisoned.
When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.
Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.
Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.
For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
Max Heal Duration Reduced to 8 seconds.
Slip Damage Now Scales based on Dexterity
**Faction Bandages do not require the healing skill and so function using the old healing methods.
Success chance for curing poison with cure potions has been adjusted.
Should no longer heal target after removing mortal wound.
Cooldown Increased to 45
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
Mana Cost raised from 5 to 10.
A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
The effect can be stacked up to 2 additional times.
Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills.
On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)
A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.
This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
Once this effect wears off, it cannot be re-applied for 10 Seconds.
The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.
Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.
Cleanse By Fire:
Cure chance for poison has been updated.
Enemy of One
Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.
Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.
These proposed changes are being put up well in advance of Publishing them to all production shards. We do look forward to your opinions and feedback.
Mesanna and Logrus
Slight mistake in my wording, it should be Greater than or EQUAL to GM Poisoning or Magery. Poisoning won't be going up to 120 for now.
The Focus effect is automatic. Basically once you hit 30 in one of the other skills you no longer receive the effect, but as long as you remain under 30 you are fine.
If your normal heal time is 4 seconds at 140 dex ( and greater than 80 heal/anat), then you have a chance to cure the poison at the 2 second mark. If you succeed your final heal will amount will be reduced in proportion to the poison level that was cured. If you failed then you will make a second cure attempt at 4 seconds.
Secondary Support skills also count toward focus spec
(Missed this in initial notes)
These include: Focus, Spirit Speak, Imbuing, and Evaluate Intelligence.
Since secondary support skills modify the damage of the primary skills you are only allow to have one primary above 30.0 and one secondary above 30.0.
Pure Mage = Magery + Eval Int
Pure Mystic = Mysticism + Focus/Imbuing
Pure Necro = Necromancy + Spirit Speak
Pure Spellweaver = Spellweaving
"Focused" Titles are unlocked upon meeting the required skills.
For Chiv/Karma Scaling it works like this.
The base effect from Chiv skill * .5 to 1.5 depending on Karma.
So if 10 Chiv Heals you for 10 HP at 0 Karma, @Max positive Karma it should heal you for 15, and Max Negative Karma would heal you for 5.
If 100 Chivalry healed you for 30 @ 0 Karma, then it would be 45 @ max positive karma and 15 @Max negative
Serpent Arrow was unchanged. (In code serpent arrow seems capable of inflicting lethal poison with HIGH dex, archery and poisoning).
The Poison Resistance effect, acts as a passive chance to self cure poison. This does not prevent the character from being re-poisoned. The chance to cure is re-rolled on each poison tick. Since these ticks usually occur between 2-5 seconds, and the first tick takes place around 3 seconds.
This means that even if the resistance kicks in on the first tick the target is guaranteed to remain poisoned for at least 3 seconds unless they cure the poison by their own initiative.
Looking at serpent arrow its a very convoluted formula but basically.
In order to have a chance to hit lethal with serpent arrow, an archer would need an average of 100 archery and dex in addition to GM poisoning.
The chance to inflict poison is reduced by the targets poison resistance.
The chance to Lethal Poison is about 0.14% (Not 12%, 0.14%). Anything less cannot do lethal.
28% Chance to DP
28% Chance to GP
28% Chance to NP (Normal Poison)
14% Chance to Lesser Poison
At GM Poisoning, 120 Archery and 150 Dexterity the chances scale like this.
100% Chance to Poison Target
17% Chance to Lethal
24% Chance Each DP to Normal Poison
7% Chance for Lesser poison.
(Those wont add up because of the decimals getting dropped)
The majority of the changes are focused on game balance on a whole, with a few being directly focused on either PvP or PvM.